This review
was moved up in my reviewing queue as a prioritized review at the request of my
patreons.

This is my
review of the updated v.1.1. version.

All right,
so, formally, this installment of the AP is intended for 7th level
characters, but it should be noted that the adventure does provide guidance on
running this for 6th and 8th level characters as well –
we get some global advice on quick and painless scaling here. It should also be
noted that this module works better as a stand-alone adventure than most
installments in the series so far, so, if you’re looking for a module to
scavenge without the epic plot the series has so far woven, this is very much
possible. (Then again – particularly the last adventure really paid off big
time for all the setting of the stage, so you may want to reconsider that…) Anyways,
in such a case, or if a PC did not live past the events in module number #4,
you’ll be happy to note that the adventure comes with 5 pregens, all of whom do
receive a bit of character background, their own, full-color mugshot, etc.

Now, before
I go into the details, there is something that better encapsulates how this
adventure feels than many a sentences, at least for the folks who know what I’m
talking about: As the author clearly states in the introduction, this is pretty
much a homage to “Against the Giants” in its style, in that it tries to present
an environment that makes sense; not in a realistic way, mind you, but in a
plausible, fantastic manner that renders the playing experience as dynamic as
can be. In other words, this module is very much a living sandbox, wherein
there are plenty of ways to get to the goal. It should be noted that, unlike
many a sandbox, this is still a very much story-driven module, and as such, it
features copious amounts of well-written read-aloud text.

Before we dive
into the plot, let us talk a bit about the 5e-rules and conventions herein.

I should be
noted that a persistent formatting convention of 5e hasn’t been properly
implemented – 5e tends to italicize and bold character and monster abilities;
this module only bolds them. Furthermore, the “Hit:” before the damage values of attacks is consistently not
properly italicized. These are consistent, though, so not a big issue, apart
from aesthetics. However, e.g. the magic items herein (there are a couple of
artifacts) don’t italicize a couple of spell references. Furthermore, some of
these spells have variable effects depending on spellslot used, and it’d have
been nice to see that acknowledged by stating as what slot they’re considered
to be cast. While defaulting to the basics is simple enough, this does
represent a downside. On the plus-side, item scarcity and attunement, if
required, is noted properly.

A nice
plus: We do get some stats for a couple of siege engines in 5e, as well as
stats for an airship. A bigger plus that applies throughout: Items, doors and
the like have both AC and damage threshold, HP, etc. noted. Similarly, damage
types have been properly converted, and e.g. the statblocks, apart from the
formal deviations that are primarily cosmetic, actually make good use of
Recharge, attack values are consistent and correct, proficiency modifiers are
applied correctly. Poison damage is used correctly – and the BBEG gets
legendary actions and lair actions. Both of which are tightly codified. Minor
complaint in an otherwise nice array of stats: The BBEG’s Strength saving throw
value is off by 1. It should be +11, not +10. This is a minor hiccup in what
may otherwise by the most mechanically precise and well-crafted such section in
the AP, though. In short: If formatting deviations irk you, this may annoy you.
If you place a greater emphasis in the content itself, this will probably make
you smile instead.

All right,
that out of the way:

The following text will discuss the module in detail; it will not only contain SPOILERS for this module, but it might also casually link back to proceeding events in the AP. If you wish to play this, then stop reading NOW. From here on out, only GMs should continue reading.

…

..

.

All right,
only GMS around? Great! So, in the aftermath of module #4, things have
radically changed for the heroes – they have unearthed widespread corruption,
made a name of themselves, and indubitably unearthed the signs of a vast
warding ritual to be prepared – but by what degree they have truly shared their
information and made the right deductions remains very much modular and will
influence the outcome of the campaign and behavior of the NPCs within. The
metropolis Anduria faces a demand for silver, and with the epidemic of madness
spreading, the wards discovered in the last module may make for the best bet to
return the metropolis to its proper power and confidence. In the aftermath of
healing, unreliable and tainted though it may have been, gone, and the issues
with certain Asmodeus-worshiping folk, the city needs heroes – which is why the
PCs are asked to conduct an investigation into the very well-timed and rather
convenient shortage of silver coming from Anduria’s most reliable source – the
aptly-named town of Silverton. Thus, the PCs are to charter an airship en route
to the town (or travel on foot, depending on how well they fare…) and look into
the matter themselves…the guard has justifiably become paranoid of certain
figures, and the head of the Merchant Guild, one Veranion, does come off as
suspicious.

En route to
Silverton, the PCs get to experience a scripted combat in the distance, an
aerial combat that sees a silver dragon snared by griffon-riders and even a
giant – the PCs will have the chance to ignore the silver dragon, and leave
Silvirantalas, “Silvira” for her friends, to a grisly fate, or save the
severely wounded dragon – who has bad news. Silverton has been taken, and her
mate as well – and oddly, someone seems to be able to locate her. This is not
paranoia, mind you – she is correct. Silverton has been taken by an infernal
conqueror, a devil obsessed with silver known as the Silversmith, and the keep
at the heart of the town, with its massive chimneys, really evoked a sense that
the settlement has gone full-blown Isengard.

Massive
walls and keep, forged by a mighty artifact, a massive occupying force, and a
resistance – the town of Silverton is a sandbox in the truest sense of the way:
Attack, infiltration and stealth are all valid means to tackle the issues in
the town. The town comes with a couple of keyed locales, but ultimately, most
groups will realize that checking out the mine (and potentially liberating it)
may be a smart move – as such, it comes fully mapped and makes for a fun sub-dungeon
of sorts. Ultimately, though, the goal is to infiltrate the massive,
multi-level keep and deal with the Silversmith…and the keep is ginormous. It
has a lot to find, and from global terrain effects to the peculiar, it has
quite a lot to offer regarding dangerous, storied items – like the Hand of the Undying King or the Crown of Ghelgar, Last King of Anduria,
but ultimately, I can only provide a very brief glimpse of what you can find
here: There are plenty of named NPCs that behave in a sensible manner; from the
battlements to the smothering foundry, there are a ton of variables here, which
made me, indeed, recall Against the Giants.

Exploring
the entirety of the keep is a daunting endeavor, and one that will be strenuous
to say the least, if your PCs think they can just mow their way through the
adversaries. Also rather cool: There is a means to once more confront Damien,
and while he seems to be working with the enemy here, there is a good reason
for him doing so: He has started to glimpse the truth of the greater plot aimed
to plunge Anduria into chaos, and while his choice of methods and allies leaves
something to be desired, to say the least – still, the focus of player-agenda
and dynamic NPCs remains, and whether he is a boss or a potentially redeemable
ally, is wholly contingent on the PC’s actions. And yep, previous actions do
tally up, which adds further gravitas to the actions of the PCs. Kudos! This
modularity also accounts for a potential capture of the PC’s new draconic ally,
to note another possible outcome – though one with grim consequences.

Ultimately,
though, the goal here is to defeat the Silversmith – and she is a deadly foe,
courtesy of the transformative properties of the anvil of kings, one of several artifacts that the PCs can
potentially get within – while these are very potent, they do come with a
price. If the sheer number of NPCs may seem daunting at first, rest assured
that the module does contain a handy name-allegiance-motivation cheat-sheet
that allows you to keep track of allies and enemies of the PCs alike. In direct
comparison to the PFRPG-version, I think the items within work better here –
while aforementioned spell-use components can be considered to be a detriment,
as a whole, this section works mechanically smoother with 5e.

Ultimately,
this sandbox, though, does not constitute the most important consequence of
this module: With the silver in tow, the denouement of the module may see a
temporary ceasing of the influence of R’lyeh – but if the PCs did not do their
homework or remained too paranoid, the wards may take one in 10 from the
metropolises population, snuffing them out! How’s that for consequences?
Similarly, clever and thorough PCs may know that tapping into the reservoirs
below may be used to substitute for this horrid cost – but both only grant,
ultimately, a brief respite from the things to come. Still, the consequences
and variables continue piling up – the potential for horrible tragedy may once
more underline the notion of the horror of consequences, of prices to pay, that
is shaping up as an important aspect of the series as a whole. It certainly
sets a rather epic beginning for the third part of the campaign…

Conclusion:

Editing and
formatting are pretty much upside down from the Pathfinder version: The
formatting conventions herein, as noted in the beginning of the module, are
pretty much inverse from the Pathfinder version – the module’s 5e-iteration
sports a couple of formal deviations from conventions, but gets the rules in
the details tighter than the PFRPG-iteration did. Personally, this makes the
module’s 5e-iteration the superior version for me. Layout adheres to a
two-column full-color standard, and it should be noted that the adventure
sports quite a few really impressive original full-color artworks. Particularly
the vista of Silverton, and the BBEG’s pictures are amazing. The pdf comes
fully bookmarked for your convenience. An epic aspect of this one would be the
maps: The pdf comes with no less than 8 different, player-friendly maps, fully
VTT-compatible. The maps are beautiful, plentiful and the amount of support
here deserves two thumbs up.

Micah
Watt’s “What Lies Beyond Reason” is a series that should not, by any means,
work as well as it does. What Do I mean by this? Know what’s really, really not
conductive to horror? High fantasy. Being essentially a superhero deprives you
of the sense of vulnerability and unease that lies at the foundation of most
horror games and modules. There is a reason for e.g. LotFP-offerings focusing
on low level offerings, further reducing PC capabilities, etc. And indeed, this
whole AP begins with a rather “as high as can be” fantasy with airships, weird
characters, wonder, a magical metropolis…and then, it proceeded to provide a
“vanilla” horror module of the first caliber with module #3, providing a change
of pace and a first climax of sorts. The second arc of the AP, i.e. module #4
and this very one, manage to blend two things that should be contrary – by the
medium of player agenda.

There is a
constant emphasis on player agenda, on reaping what you sow – and on at times
merciless implementation of said consequences. This module can end in a
cataclysmic way if the players botch it – and after providing the most “classic
high fantasy” genre-piece of the AP so far, that contrast actually adds
tremendously to the adventure. I noted that the module is a homage to “Against
the Giants” – and the adventure actually succeeds in encapsulating this flavor,
this level of density; it is a great sandbox that can easily stand on its own,
even beyond the confines of the AP. That being said, the best thing about this
module for me, ultimately, is that it represents a breather from the
devastating consequences of module #4 within the context of this AP, all while
setting the stage for the shape of things to come.

This is
most efficient as part of the AP, and it represents a massive gain in power and
capabilities for the PCs – it adds a further set of variables to an already
impressive tapestry of NPCs, consequences and decisions that have shaped the AP
so far. If anything, this amount of variables really makes me excited for the
furious finale of this AP, for the final arc of this saga.

So yeah,
this is definitely worth its asking price. This is, formally, the better
version of the module, and the story here is compelling; the plausibility of
Silverton and the adversaries herein is impressive, and while this may look
like a sidetrek at first, the consequences and denouement in the aftermath
bring the themes of the AP home once more – big time. This also extends to the
role of recurring NPCs, and as a whole, this may be the “trip beyond the
confines of the main locale”, the “change of pace” module, but it does its job
significantly better than many comparable chapters in campaigns. The writing is
atmospheric, fun and embraces its classic heritage.

This is a
resounding success as both a stand-alone adventure, and as a part of the AP –
one that actually makes me much more excited for the finale of this saga than I
was before! I can see the vast ambition of this series, and so far, Micah Watt
has proven that he has the means, the narrative and design chops, to deliver a
payoff for this epic. And considering the potent tools that the PCs may take
from this, I am rather intrigued to see where this is going. This may not be
formally perfect, but it has what many adventures lack – ambition, direction
and vision. My final verdict for the 5e-iteration will clock in at 5 stars, as
the content makes up for the few formal snafus.

Did I
mention that the PCs might get to go to hell in the aftermath of this module,
quite literally? Completely optional, mind you! There. Ambition. Gaming needs
it, and for that, I very much recommend you pick up the whole AP. We need great
indie stories like this.